just did some tests on iPhone X with 2.1rc3, and I see lots of ghost lines on edges of controls. You fixed this in beta17 and i confirmed OK (was using Android.)
Do we also need the same or further fix for iPhone? btw, I don't remember seeing the ghost lines on 5s, but that could be due to some resolution or texture difference.

It is possible in RC3 to set RenderContext directly from engine instead of NoesisApp::Launcher::RegisterAppComponents(); and context = NoesisApp::FindBestRenderContext(); invocations ?

In logs I see that this create Render Context but my engine create one already.

Yes, RenderContext is a helper class. It is part of the Application framework but not implemented in Noesis Core library. Please, have a look at the IntegrationGLUT sample.
BTW, nothing changed about this in RC3.

just did some tests on iPhone X with 2.1rc3, and I see lots of ghost lines on edges of controls. You fixed this in beta17 and i confirmed OK (was using Android.)
Do we also need the same or further fix for iPhone? btw, I don't remember seeing the ghost lines on 5s, but that could be due to some resolution or texture difference.

This must be a different thing because the fix you mention was applied to all platforms. Is this also happening with opacities?

Yes, RenderContext is a helper class. It is part of the Application framework but not implemented in Noesis Core library. Please, have a look at the IntegrationGLUT sample.
BTW, nothing changed about this in RC3.

just did some tests on iPhone X with 2.1rc3, and I see lots of ghost lines on edges of controls. You fixed this in beta17 and i confirmed OK (was using Android.)
Do we also need the same or further fix for iPhone? btw, I don't remember seeing the ghost lines on 5s, but that could be due to some resolution or texture difference.

This must be a different thing because the fix you mention was applied to all platforms. Is this also happening with opacities?

I suspect yes - happening at edges of rectangles that are partially transparent, same as the issue before the fix.

Great! Good news! By the way, would you be interested in sharing those Unigine bindings? There are a few clients writing their own ones and I wonder if we could centralize the effort in a single public repository like the rest of engines.